When trying to build out for Windows 64 bit (or anything else) the packaging fails with this error. AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
Thoughts?
When trying to build out for Windows 64 bit (or anything else) the packaging fails with this error. AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
Thoughts?
Hi,
I have a few questions:
Thanks!
Alrighty, here we go.
Iām not aware of how to start a new
project using a custom engine version
so I created a project in 4.13 and
used the FPS template. Then I
switched its engine version to the custom
one Iām using and opend it. After
that I complied it, and it failed with
the same error. AutomationTool
exiting with ExitCode=25
(Error_UnknownCookFailure). Hereās the
output log for that build as well.
Output log FPS Temp
We are definitely using event
dispatchers in our blueprints, but it
would be time consuming to go through and edit them all to use interfaces (I will if I have to though), and since the FPS temp failed with the same error that might not been the problem.
Edit 1/7/17: I just built a clean version of unreal 4.14.2 and tested the fps template build so I know its not an issue with visual studios and its associated files. Witch leads me to believe its the custom toon shading model we are incorporating. That being said tracking down the error would be extremely helpful in moving forward.
Edit 1/8/17: I attempted to build our game project out on 4.14.2 and it failed with the same error which lets me know that the problem is not with the toon shader but with the project itself.
Any Ideas?
Sorry for the delay.
I see this error in your log: LogPluginManager:Error: This project requires the āLowEntryExtStdLibā plugin. Install it and try again, or remove it from the projectās required plugin list.
Recommend going into the .uproject file using something like Notepad ++ and setting that pluginās dependency to False.
Thatās the only error that Iām seeing in your FPS Temp Output Log file that youāve provided.
No problem.
I didnāt remove it it from the list but I did set it as false before I compiled. Iām getting the feeling that this is an unknowable errorā¦ Is there anything I can do to get more information about why this is happening? If not, I have to move the project over to newer version piece by piece and thatās going to take a solid week to do, and is not a sustainable way to handle bugs (if this happens again).
You could check this log file: D:\Custom Engine Folder 4.14.2\Engine\Programs\Automatio
nTool\Saved\Logs\Cook-2017.01.06-14.17.37.txt
However, I believe itās possible that that particular plugin was not disabled correctly if it is still throwing that error message. Did you make sure it was disabled both in the editor and the .uproject file when you edited it with Notepad ++ or a similar program? Have you ensured the projectās Plugins folder doesnāt contain the LowEntry folder?
Yeah, I made sure it was disabled in both places (I just double checked to make sure).
Its was deleted at some point before I compiled.
Okay, so after looking over your initial project logs, there are quite a few errors that require attention. Hereās what Iād recommend:
Go through your log and CTRL+F āErrorā. This will pop up all of the results and you can go through each one and look into resolving them. When I do this on your original log from the original question, I get 183 results, so Iād recommend taking a look through these and once you resolve each give packaging another shot to see if that resolves the issue.
The reason I suggest this is because there are no specific errors that stand out, and all of the errors need to be resolved in order for the packaging process to complete successfully.
Well, Iāve tested this out with epics starter content project and I still get the same AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure), and thatās with 0 project errors (for the xbox one version). Windows version builds fine. Iām using the toon shader model (engine build) as my base and it has worked before for xbox one builds. Iām trying to narrow the issue down to see if its the toon shader. So at this time Iām doing a clean build of unreal 4, with the standard xbox one files, running on epics starter content, and if that does not work, then thereās either a bug in the engine, xbox one files, or something wrong with my system. Hereās the link to the xbox one error.
Unfortunately, we cannot provide support for custom engine builds if it comes down to it being an issue with the shader or just the custom version in general.
However, if you are able to reproduce the issue in a clean project using a vanilla version of Unreal, feel free to leave a comment and provide your logs again and Iāll be glad to take another look.
Let me know what results your investigation yields.
Sounds good,
We appreciate the assistance Sean. Iāll let you know how the clean build goes.
try 4.16.1 its works with me!!
how to fix it the AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure) please help me,how to fix it
AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)ā¦
how to fix AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure) please help me
(Error_UnknownCookFailure) could be caused by a wide range of things. Try some of the suggestions found here. Make sure you have no errors or warnings. If those things donāt work stat a new help post and include your output log.
go to your plugins folder in your project Directory and remove any pluginās folder that you disable it in unreal. it solved for me. test it. please remove all of extra plugins that you donāt want.
if didnāt work ? change your package directory and try to package in another Dir.
Might be relevant to someone.
What ultimately fixed the issue for me was to manually delete some ill referenced folders that werenāt being deleted from unreal. Empty ones, after fixing the redirectors.
Thank you very much for this information, i got this bug and i made a brand new folder, and move the files from the old project folder to the new folder and that works ā¦ this is so disturbing but that works then thank you very much you saved me.